Damage as
Roll damage as normal and the normal and the creature is
next attack against the creature has scarred. While scarred has disadvantage
advantage. on all Charisma ability checks except
Charisma (Intimidation). Healed in the
same way as a minor injury.
Lunge and thrust!
Roll damage dice twice and use Chills! Damage as normal and
You call that a crit? the creature may only move half
the higher result.
Roll damage as normal. its movement on its next turn.
Sliced and diced! Heat wave! Damage as normal
Roll damage as normal and the and attacks that deal fire damage
creature loses 1d6 hit points at the start have advantage made against the
of its next turn. creature until the end of its next turn.
1 2 2
2 2 3
3
3 3
Good hit! Good hit! Good hit!
Do not roll your damage dice, instead Do not roll your damage dice, instead Do not roll your damage dice, instead
deal the maximum result possible with deal the maximum result possible with deal the maximum result possible with
those dice. those dice. those dice.
4 5 6
and the creature is bleeding. For the next normal and the creature is on fire. Fester! Roll your damage as
minute the creature loses 1d4 damage at While the creature is on fire it takes normal and the creature’s
the start of each of its turns until it uses 2d4 fire damage at the start of each of its maximum hit points are reduced by
an action to staunch this wound. turns. The creature can end this the same amount.
condition by dropping prone and using 5
7 feet of movement to roll on the ground. 7
7
Melted flesh! Roll your
Sickened! Roll your damage as Sent reeling! damage as normal and the
normal and the creature has Do not roll your damage dice, creature is disfigured. While
disadvantage on all ability checks, attack instead deal the maximum result disfigured the creature has disadvantage
rolls, and saving throws until the end of possible with those dice and push the on all Charisma ability checks except
its next turn. creature up to 15 feet in any direction. Charisma (Intimidation). Being disfigured
can be removed with the spell greater
Confused! Roll your damage restoration.
dice as normal and the creature Stabbed!
cannot differentiate friend from foe until Roll your damage dice twice and Frosty! Roll your damage as
the end of its next turn. add them together. normal and the creature’s
movement speed is 0 until the end
Disheartening blast! Roll of its next turn.
your damage as normal and the Open gash!
creature is frightened until the end of its Roll your damage dice as normal Hot flash! Roll your damage as
next turn. and the creature is bleeding. For the next normal and the creature is on fire.
While the creature is on fire it takes
Ka-boom! Roll your damage as minute the creature loses 1d4 damage at
2d4 fire damage at the start of each of its
normal and the creature is the start of each of its turns until it uses
an action to staunch this wound. turns. The creature can end this
deafened for one minute.
condition by dropping prone and using 5
feet of movement to roll on the ground.
7 8
8
Sickened! Roll your damage as
Eldritch incandescence! normal and the creature has
Roll your damage as normal and disadvantage on all ability checks, attack
spell attack rolls against the creature rolls, and saving throws until the end of
have advantage until the end of its next its next turn.
turn.
Confused! Roll your damage
Sparks fly! Roll your damage as dice as normal and the creature
normal and you may choose one cannot differentiate friend from foe until Great hit!
other creature within 15 ft. of the victim. the end of its next turn. Roll twice as many damage dice as
That creature must succeed on a normal.
Dexterity saving throw (DC 14) or take Disheartening blast! Roll
half as much damage your damage as normal and the
creature is frightened until the end of its
Fester! Roll your damage as next turn.
normal and the creature’s
Ka-boom! Roll your damage as
maximum hit points are reduced by
normal and the creature is
the same amount. deafened for one minute.
8 8 9
10 11 12
13 13 13
Rocked and rolled! Roll Horrific mutilation! Roll Burnt to a crisp! Roll twice
damage dice twice and add them twice as many damage dice as as many damage dice as normal
together, push the creature up to 15 feet normal and roll on the minor injury chart. and the creature is charred. If the
away, and the creature is knocked prone. Additionally, the creature is disfigured. creature has resistance to fire, it loses
While disfigured the creature has that resistance. If the creature does not
Punctured! Roll your damage disadvantage on all Charisma ability have resistance to fire, it gains
dice twice and add them together checks except Charisma (Intimidation). vulnerability to fire. Both of these effects
and roll on the minor injury chart. Being disfigured can be removed with the can be ended the same as a minor injury
spell greater restoration. Holy terror! Roll twice as
Lacerated! Roll your damage many damage dice as normal and
dice twice and add them together Frozen! Roll twice as many roll on the minor injury chart.
and the creature is bleeding. For damage dice as normal and the creature is Additionally, the creature is frightened
the next minute the creature loses 1d12 paralyzed until the end of its next turn. If for the next minute. It can make a
hit points at the start of each of its turns the creature takes damage before the end Wisdom saving throw (DC 16) at the end
until it uses an action to staunch this of its next turn, roll on the minor injury of each of its turns to end this effect.
wound. chart.
14 14 14
Mystic magnet! Roll twice as
many damage dice as normal and
Rot! Roll twice as many damage Rocked and rolled! Roll
the creature is spellbound for the next damage dice twice and add them
dice as normal and the creature
minute. While spellbound it makes saving together, push the creature up to 15 feet
cannot regain hit points for the next
throws against spells with disadvantage away, and the creature is knocked prone.
minute. It may make a saving throw (DC
and spell attack rolls against it have
16) at the end of each of its turns to end
advantage. At the end of each of the
creature’s turns it can make an
this effect. Punctured! Roll your damage
Intelligence saving throw (DC 14) to end Contaminated! Roll twice as dice twice and add them together
many damage dice as normal and and roll on the minor injury chart.
this effect.
the creature is poisoned for the next
Fulminate! Roll twice as many minute. The creature may attempt a Lacerated! Roll your damage
damage dice as normal and roll on
saving throw at the end of each of its dice twice and add them together
the minor injury chart. If the creature is
turns (DC 16) to end this effect. and the creature is bleeding. For
wearing metal armor roll on the major
injury chart instead. Psychological fracture! the next minute the creature loses 1d12
Roll twice as many damage dice as hit points at the start of each of its turns
Burst ear drums! Roll twice as normal and roll on the Insanity chart with until it uses an action to staunch this
many damage dice as normal and wound.
disadvantage.
the creature is deafened permanently.
Then roll on the minor injury chart.
14 15
14
Mystic magnet! Roll twice as
many damage dice as normal and
Horrific mutilation! Roll Burnt to a crisp! Roll twice
the creature is spellbound for the next
twice as many damage dice as as many damage dice as normal
minute. While spellbound it makes saving
normal and roll on the minor injury chart. and the creature is charred. If the
throws against spells with disadvantage
Additionally, the creature is disfigured. creature has resistance to fire, it loses
and spell attack rolls against it have
While disfigured the creature has that resistance. If the creature does not
advantage. At the end of each of the
disadvantage on all Charisma ability have resistance to fire, it gains
creature’s turns it can make an
checks except Charisma (Intimidation). vulnerability to fire. Both of these effects
Intelligence saving throw (DC 14) to end
Being disfigured can be removed with the can be ended the same as a minor injury
this effect.
spell greater restoration. Holy terror! Roll twice as
many damage dice as normal and
Fulminate! Roll twice as many
damage dice as normal and roll on
Frozen! Roll twice as many roll on the minor injury chart.
the minor injury chart. If the creature is
damage dice as normal and the creature is Additionally, the creature is frightened
wearing metal armor roll on the major
paralyzed until the end of its next turn. If for the next minute. It can make a
injury chart instead.
the creature takes damage before the end Wisdom saving throw (DC 16) at the end
of its next turn, roll on the minor injury of each of its turns to end this effect. Burst ear drums! Roll twice as
chart. many damage dice as normal and
the creature is deafened permanently.
15 Then roll on the minor injury chart.
15
15
Rot! Roll twice as many damage Rocked and rolled! Roll Horrific mutilation! Roll
dice as normal and the creature damage dice twice and add them twice as many damage dice as
cannot regain hit points for the next together, push the creature up to 15 feet normal and roll on the minor injury chart.
minute. It may make a saving throw (DC away, and the creature is knocked prone. Additionally, the creature is disfigured.
16) at the end of each of its turns to end While disfigured the creature has
this effect. Punctured! Roll your damage disadvantage on all Charisma ability
Contaminated! Roll twice as dice twice and add them together checks except Charisma (Intimidation).
many damage dice as normal and and roll on the minor injury chart. Being disfigured can be removed with the
the creature is poisoned for the next spell greater restoration.
minute. The creature may attempt a Lacerated! Roll your damage
saving throw at the end of each of its dice twice and add them together Frozen! Roll twice as many
turns (DC 16) to end this effect. and the creature is bleeding. For damage dice as normal and the creature is
Psychological fracture! the next minute the creature loses 1d12 paralyzed until the end of its next turn. If
Roll twice as many damage dice as hit points at the start of each of its turns the creature takes damage before the end
normal and roll on the Insanity chart with until it uses an action to staunch this of its next turn, roll on the minor injury
disadvantage. wound. chart.
15 16 16
Mystic magnet! Roll twice as
many damage dice as normal and
Burnt to a crisp! Roll twice Rot! Roll twice as many damage
the creature is spellbound for the next
as many damage dice as normal dice as normal and the creature
minute. While spellbound it makes saving
and the creature is charred. If the cannot regain hit points for the next
throws against spells with disadvantage
creature has resistance to fire, it loses minute. It may make a saving throw (DC
and spell attack rolls against it have
that resistance. If the creature does not 16) at the end of each of its turns to end
advantage. At the end of each of the
have resistance to fire, it gains this effect.
creature’s turns it can make an
vulnerability to fire. Both of these effects
Intelligence saving throw (DC 14) to end Contaminated! Roll twice as
can be ended the same as a minor injury many damage dice as normal and
this effect.
Holy terror! Roll twice as the creature is poisoned for the next
many damage dice as normal and
Fulminate! Roll twice as many minute. The creature may attempt a
damage dice as normal and roll on
roll on the minor injury chart. saving throw at the end of each of its
the minor injury chart. If the creature is
Additionally, the creature is frightened turns (DC 16) to end this effect.
wearing metal armor roll on the major
for the next minute. It can make a
injury chart instead. Psychological fracture!
Wisdom saving throw (DC 16) at the end Roll twice as many damage dice as
of each of its turns to end this effect. Burst ear drums! Roll twice as normal and roll on the Insanity chart with
many damage dice as normal and
disadvantage.
the creature is deafened permanently.
Then roll on the minor injury chart.
16 16
16
Caustic trauma! Deal the Hellfire! Deal the maximum
Grievous injury! Deal the maximum amount of damage amount of damage from your
maximum amount of damage from your normal damage dice normal damage dice then roll your
from your normal damage dice then roll then roll your damage dice and add that damage dice and add that result then roll
your damage dice and add the result. result. If the creature is wearing armor, on the minor injury chart. Additionally,
Then roll on the Minor Injury chart. If the roll on the minor injury chart and its AC the creature is on fire. While the
creature is wearing heavy armor roll on modifier is reduced by 2 until it can be creature is on fire it takes 2d6 fire
the Major Injury chart instead. repaired (for half the price of new armor damage at the start of each of its turns.
of the same type) or cleaned (if the The creature can end this condition by
Cruel prick! Roll your damage armor is magical). If the creature is not dropping prone and using 5 feet of
dice twice and add them together
wearing armor, roll on the major injury movement to roll on the ground.
and roll on the major injury chart.
chart. Lit up! Deal the maximum
Severed! Deal the maximum Ice block! Deal the maximum amount of damage from your
amount of damage from your
amount of damage from your normal damage dice then roll your
normal damage dice then roll
normal damage dice then roll your damage dice and add that result. The
your damage dice and add the result.
damage dice and add that result. The creature and each creature you choose
Then roll on the Minor Injury chart. If the
creature is paralyzed until the end of its within 15 ft. of it cannot take reactions
creature is wearing light or no armor roll
next turn and rolls on the minor injury until the end of their next turn. Then roll
on the Major Injury chart instead.
chart on the minor injury chart.
17 17 17
Ensorcelled! Deal the
maximum amount of damage Righteous mark! Deal the
from your normal damage dice then roll maximum amount of damage for
your damage dice and add that result Toxic shock! Deal the your normal damage dice then roll your
then roll on the minor injury chart. maximum amount of damage from damage dice and add that result, then
Additionally, the creature is spellbound your normal damage dice then roll your roll on the minor injury chart.
for the next minute. While spellbound it damage dice and add that result. Then Additionally, the creature glows for the
makes saving throws against spells with roll on the minor injury chart and the next minute. While glowing it produces
disadvantage and spell attack rolls creature is poisoned for the next minute. bright light up 10 feet and dim light up to
against it have advantage. At the end of The creature may attempt a saving throw 30 feet and all successful attacks against
each of the creature’s turns it can make at the end of each of its turns (DC 12) to the creature deal an additional 1d4
an Intelligence saving throw (DC 16) to end this effect. radiant damage.
end this effect. Psychological break! Deal Concussive blast! Deal the
Blight! Deal the maximum the maximum amount of damage maximum amount of damage from
amount of damage from your from your normal damage dice then roll your normal damage dice then roll your
normal damage dice then roll your your damage dice and add that result. damage dice and add that result. The
damage dice and add that result. The Then roll on the Insanity chart. creature stunned until the end of its next
creature’s maximum hit points are turn and deafened permanently. Then
reduced by the same amount. Then roll roll on the minor injury chart.
on the minor injury chart 17 17 17
Caustic trauma! Deal the Hellfire! Deal the maximum
Grievous injury! Deal the maximum amount of damage amount of damage from your
maximum amount of damage from your normal damage dice normal damage dice then roll your
from your normal damage dice then roll then roll your damage dice and add that damage dice and add that result then roll
your damage dice and add the result. result. If the creature is wearing armor, on the minor injury chart. Additionally,
Then roll on the Minor Injury chart. If the roll on the minor injury chart and its AC the creature is on fire. While the
creature is wearing heavy armor roll on modifier is reduced by 2 until it can be creature is on fire it takes 2d6 fire
the Major Injury chart instead. repaired (for half the price of new armor damage at the start of each of its turns.
of the same type) or cleaned (if the The creature can end this condition by
Cruel prick! Roll your damage armor is magical). If the creature is not dropping prone and using 5 feet of
dice twice and add them together
wearing armor, roll on the major injury movement to roll on the ground.
and roll on the major injury chart.
chart. Lit up! Deal the maximum
Severed! Deal the maximum Ice block! Deal the maximum amount of damage from your
amount of damage from your
amount of damage from your normal damage dice then roll your
normal damage dice then roll
normal damage dice then roll your damage dice and add that result. The
your damage dice and add the result.
damage dice and add that result. The creature and each creature you choose
Then roll on the Minor Injury chart. If the
creature is paralyzed until the end of its within 15 ft. of it cannot take reactions
creature is wearing light or no armor roll
next turn and rolls on the minor injury until the end of their next turn. Then roll
on the Major Injury chart instead.
chart on the minor injury chart.
18 18 18
Ensorcelled! Deal the
maximum amount of damage Righteous mark! Deal the
from your normal damage dice then roll maximum amount of damage for
your damage dice and add that result Toxic shock! Deal the your normal damage dice then roll your
then roll on the minor injury chart. maximum amount of damage from damage dice and add that result, then
Additionally, the creature is spellbound your normal damage dice then roll your roll on the minor injury chart.
for the next minute. While spellbound it damage dice and add that result. Then Additionally, the creature glows for the
makes saving throws against spells with roll on the minor injury chart and the next minute. While glowing it produces
disadvantage and spell attack rolls creature is poisoned for the next minute. bright light up 10 feet and dim light up to
against it have advantage. At the end of The creature may attempt a saving throw 30 feet and all successful attacks against
each of the creature’s turns it can make at the end of each of its turns (DC 12) to the creature deal an additional 1d4
an Intelligence saving throw (DC 16) to end this effect. radiant damage.
end this effect. Psychological break! Deal Concussive blast! Deal the
Blight! Deal the maximum the maximum amount of damage maximum amount of damage from
amount of damage from your from your normal damage dice then roll your normal damage dice then roll your
normal damage dice then roll your your damage dice and add that result. damage dice and add that result. The
damage dice and add that result. The Then roll on the Insanity chart. creature stunned until the end of its next
creature’s maximum hit points are turn and deafened permanently. Then
reduced by the same amount. Then roll roll on the minor injury chart.
on the minor injury chart 18 18 18
Bludgeoning
Piercing
Slashing
Acid
Cold
Fire
Force
Lighning
Necrotic
Poison
Psyhic
Radiant
Thunder